Take to the streets for intense close quarters combat, where a team's survival depends upon securing crucial strongholds and destroying enemy supply in this multiplayer and cooperative Source Engine based experience.

1. august

We are livestreaming today, Saturday August 1st, at 3:00 pm EST on Gypsy’s custom weapon coop server. You can tune in to the livestream here.

Our guest today will be one of the modders from our community, Gypsy, who hosts the Moving 2 Hotel coop server. The server has a plethora of custom content, namely custom weapons like an autoshotgun, a .50 caliber assault rifle, a stubby shotgun, and more. It also has custom character skins, special classes, and some real tough as nails bots.

You can check out the IP in the server group there and in the stream chat. Be sure to join the group for updates, discussion, and feedback on the server.

As always, I’ll be happy to answer any questions in the stream about Insurgency. Gypsy will also be with me to answer any questions and take feedback on the server. ːsecurityː

26. juli

UPDATE 7/27: We're releasing another hotfix which resolves issues with the grenades, the radio background noise in VOIP, and adds an additional FOV option. You can look at the hotfix changes below:

Hotfix July 27th, 2015 Changelist

Fixed overlapping audio options for non-english localizations.

Fixed radio background noise and blip playing while the radio filter is disabled.

Fixed grenade gravity amount.

Added cvar cl_ads_weapon_fov_scale for controlling the size of the weapon while aiming down sights.

Fixed pvp_sustained playlist so that it does not force a mapcycle.

Updated Polish and Ukrainian localizations.

Fixed missing caps on player models in the training mission and Classic Coop.

UPDATE: We've just released a small hotfix that fixes sv_downloadurl, hollow heads in the competitive theater, M249 deploy height, and AKM being incorrectly referred to as a "battle rifle" in the kit menu.

We are releasing an update to the game that adds a new VOIP radio filter, changes to Hardcore and Elite Coop playlists, new animations, gameplay tweaks, bug fixes, and more. Full changelist can be found below.

Update July 26th, 2015 Changelist

Features

Added a radio filter for ingame VOIP, which can be toggled on and off in Audio Options.

Added option to disable HTML MOTDs in game settings, this prevents auto-playing video and audio MOTDs.

Map Changes

Heights & Station - Fixed the water causing issues with grenades and molotovs.

Market (Checkpoint) - Added cover at first spawn and some adjusted spawns.

Tell (Checkpoint) - Clipped problem area and adjusted several spawns.

Peak - Fixed an invisible wall in the center area.

Verticality - Enabled collisions for all jug props and removed the ones that would block the player.

Uprising - Fixed a few potential exploits and other minor bugs.

Station - Fixed an invisible wall.

Buhriz - Fixed minor graphical issues.

Sinjar - Fixed roof exploits and other minor bugs.

Market - Fixed player not able to block B Firefight when backing into the doorway.

Siege bug fixes:

Fixed Security able to access D Push before previous points are captured.

Fixed a small hole in the restricted area at the exit of INS Spawn.

Moved cache D Push a tad to protect it more from AT4 distance shots.

Gameplay Changes

In Hardcore Coop, Insurgent opponents are armed with paramilitary equipment, including heavy armor, AK74 with AP rounds, and incendiary grenades.

In Elite Coop, Insurgent opponents are armed with less sophisticated equipment, including AKM, Mosin rifles, MP40’s, and molotov cocktails.

Made tweaks to Outpost mode:

Cache health now resets on wave start.

Implemented VO for AI damaging the cache.

Reduced cost of Hollow Point ammunition by two supply.

You can now hear other players reload and crawl.

Grenade projectiles now deal direct impact damage if they come in contact with an enemy.

You can now pick up a weapon from the ground if you are carrying the same type of weapon (eg. swapping an AKM for another AKM).

Added audio fade out during the death to spectator transition.

Leaning to the left while standing no longer exposes your leg so much and your character's head is at the same level as your view in first person.

Sliding now keeps you crouched if you used the toggle crouch key.

The size of the weapon is now kept consistent regardless of cl_ads_fov_scale setting.

Visual Improvements

New first person ready animations for the M16, M4A1 and MK18.

C79 optic is more aligned with the center of your screen on the M16/M4 and M14.

7x Scope has been centered and moved closer to the screen on the M14.

M249 handle no longer moves during animations.

Laser and flashlight attachment on the M4 now mounts on the side instead of underneath so there are no clipping issues with the M203.

New third person reload, sprinting, crawling, leaning and firing animations.

World model of the M249 has moving parts during the reloads.

Bipods now deploy on world models.

The Security team’s holstered primaries hang in front of their character, simulating a three-point sling, while longer weapons hang over their shoulder, such as the FAL, L1A1, M14, M40, Mosin, SKS & RPK.

Insurgent team’s primary weapons holster on the left shoulder, or on their back when not wearing a backpack.

Weapons are no longer dropped in spawn zones. This was being abused by players suiciding at the start of the round to give their teammates weapons.

Fixed exploit used to see through walls with the knife.

Fixed bots flashbang responses not triggering properly.

Fixed bots in Occupy.

Changed Outpost HQ voice over at game start.

Fixed an exploit where using the knife could allow you to penetrate walls.

Fixed explosion crash for users in 5.1/7.1.

Fixed directional audio for proximity squad voices.

Local DSP effects are now correctly applied to proximity squad voice.

Fixed smoke grenades not always blocking line of sight for AI.

Fixed multiple engine exploits (thanks to Nathaniel Theis).

Fixed AI rarely talking in cooperative games.

Fixed an orientation issue with the M249 muzzle flash. A dirt particle associated with it would be shooting up in the air instead of forward. It was also affecting tracer round effects.

Modding

Switched over to the ISteamUGC API for managing Workshop content. This allows for addons of any file size and uploaders are no longer bound by a quota.

Uploading a map to Workshop no longer modifies the map file. The upload process will still automatically find overviews, loading background and map voting image but will no longer embed them in the BSP.

Unified the uploader for VPK addons and maps.

Added “Playlist” category to in-game uploader.

Theater scripts now load several of the sound scripts rather than having it in the game_sounds_manifest.txt, this allows theater mods to easily override most of the in-game audio.

M4 and M16 carry handle model are no longer shared between both weapons. M4 uses the “a_carryhandle_m4” model & the M16 uses the “a_carryhandle_m16” model. They also use their own diffuse textures respectively.

Added 3rd person model attachment system that can be used to add bonemerged model to a player model. This can also be used to create fallbacks when a gear item is not equipped (“fallback_for_slot”).

New attachment points have been created on player models to determine where they are placed when holstered.

Anmeldelser

“This game has me hooked and I see it as a proudly raised middle finger in the face of large developers who seem to completely ignore fairness and player equality in favour of potential income.”
9.0 – Hooked Gamers

“Insurgency is going to win fans for its gameplay. The action is highly competitive and focused. It brings me about as close to a real gunfight as I’ll likely ever want to get.”
75 – GamesBeat

“Insurgency is a well paced tactical shooter that's just a couple of big fixes away from competing with Counter-Strike.”
75 – IGN

Om dette spillet

Take to the streets for intense close quarters combat, where a team's survival depends upon securing crucial strongholds and destroying enemy supply in this multiplayer and cooperative Source Engine based experience. The follow-up game to the award-winning Source mod, Insurgency is highly competitive and unforgivingly lethal, striking a balance between one-life gameplay and prolonged action.

Features

Over 20 weapons with numerous attachments, no crosshair, and a focus on realistic weapon behavior including a free-aim system and intense suppression effects.

27 multiplayer and cooperative maps that take place in 12 distinctive environments ranging from Iraq to Afghanistan to Somalia.

9 multiplayer game modes supporting up to 32 players, with a focus on territorial control, destroying weapon caches and escorting high value targets.

4 cooperative game modes where you and your friends team up to complete mission-based objectives.

Offline practice mode, playing with bots on all game modes.

Squad system built upon role-based player classes, which are customizable and asymmetrical based on what team you are on.

Squad-based communication system which includes 3D VOIP, allowing friendly and enemy players within proximity to hear you.

Simplified HUD and UI for a clean, immersive user experience focused on the action and environments.

Highly immersive particle FX and audio to intensify the game experience.

Create custom maps and content using the Insurgency SDK and scripting system.

Playable on both PC and Mac OSX and supports multiplayer cross-compatibility.

Dedicated Server Support for PC and Linux.

Multiplayer Game Modes:

Push --- Three territorial objectives must be captured by the attacking team in sequential order. For each objective captured, they gain more reinforcement and time to attack the next. Defenders have a finite amount of reinforcements and must use each wisely. Once the third objective is captured by the attackers, a fourth cache objective must be destroyed, while the defenders have only one life to make a last stand.

Firefight --- Three territorial objectives, one for each team, plus one neutral. Each team only respawns when they secure an objective. Secure all objectives or eliminate all enemy to win. Every life counts, making this a very suspenseful experience dependent upon teamwork.

Skirmish --- In addition to three territorial objectives, each team has a supply cache to protect. Teams gain extra reinforcement waves until their cache is destroyed. When both teams have lost their caches and all reinforcement waves, it becomes a Firefight match.

Occupy --- There is one central territorial objective in the area. The team that controls it does not deplete reinforcement waves. This gameplay in this mode is reminiscent to King of the Hill or "tug of war".

Ambush --- A high value target ("HVT") must be escorted to an extraction point. It's one team's goal to make this happen and it's the other team's goal to stop this from happening at all costs. The HVT is only armed with a silenced pistol, but can pick up a weapon from a fallen enemy or teammate.

Strike --- Three weapon caches must be destroyed by the attacking team to achieve victory. Destroying a cache earns the attackers more reinforcements and time on the clock. The defenders must retain at least one cache from being destroyed and eliminate the enemy team once their reinforcements run dry.

Infiltrate --- The standard Capture the Flag mode, but with a twist. Your team's goal is to take the enemy's intel and return it to your base. Your team will only gain reinforcements when someone takes the enemy's intel, or when an enemy stealing your team's intel is neutralized. This mode requires very strong team coordination and strategy.

Flashpoint --- One neutral territorial objective and two caches on each side. The goal is to secure the entire area, controlling the middle and destroying the enemy's caches. Your team respawns when they secure the territorial objective or destroy a cache objective.

Elimination --- In this single life mode, attackers must destroy one of two weapon caches, or eliminate the enemy team within the time limit. Defenders must kill all attackers.

Cooperative Game Modes

Checkpoint --- Complete mission-based objectives in sequence against AI enemy. Each successful objective will respawn anyone who was eliminated along the way.

Hunt --- Insurgents are dispersed in the environment, and your squad must eliminate all targets while locating and destroying the weapons cache. High on tension, with only one-life.

Survival --- Play as Insurgents and fight against endless waves of progressively difficult Security enemies on night themed maps. Reaching safehouse objectives with your team earns you supply to purchase better weapons and spawns any dead teammates.

+ Agreeable balance in multiplayer+ The game's audio is superb and offers some of the better sound effects I've ever heard in a multiplayer FPS+ Weapon-kit customization is excellent, intuitive and well-rounded+ The game boasts a healthy variety of firearms, peripherals and equipment+ Movement feels largely fluid and realistic (save for some hit-detection issues when entering doorways, but to this, one quickly adapts)+ Menu interface is very minimalist and aesthetically pleasing+ Multiplayer places an overwhelming emphasis on vocal communication and team synergy; while this can be problematic in a new server, it makes for an incredibly rewarding experience when you insert yourself into a competent group of individuals+ Variety of entertaining game-modes (despite many large and glaring similarities between them, though this does not take much away from the game in my experience)+ Seemingly realistic hit-detection and bullet-spread+ There is no microtransaction or pay-to-win mechanic in this game, and the unforgiving gameplay makes the multiplayer entirely skill-dependent+ All weapons and equipment are, for all intents and purposes, 'unlocked' from the outset; weapon selection is based upon selected class and available weight distribution, which appears to be more lax as your account accrues experience+ Detail put into firearms is impressive+ Very, very high replayability+ Healthy, competitive player-base+ No HUD, which lends a feeling of maturity to the experience+ Night maps serve to give the existing map selection a greater measure of replayability, and add significantly to the level of challenge

- Quite a few bugs and glitches; this includes a handful of CTDs- Environmental textures and visuals are lacking (though not drastically)- Learning curve is initially a bit steep, and may deter more casual gamers- In regard to night maps, night-vision is near mandatory (flashlights make you a prime target in a game that distinctly punishes such behavior), yet it sucks up a massive portion of your weight limit, severely hampering the usefulness of the rest of your kit; it seems to me that the weight of the item is unbalanced and punishes newer players to an inordinate degree